vbo: Make sure the internal VAO's stay within limits.
Reviewed-by: Brian Paul <brianp@vmware.com> Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
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@@ -200,8 +200,10 @@ vbo_exec_bind_arrays(struct gl_context *ctx)
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assert((~vao_enabled & vao->_Enabled) == 0);
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/* Bind the buffer object */
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const GLuint stride = exec->vtx.vertex_size*sizeof(GLfloat);
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assert(stride <= ctx->Const.MaxVertexAttribStride);
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_mesa_bind_vertex_buffer(ctx, vao, 0, exec->vtx.bufferobj, buffer_offset,
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exec->vtx.vertex_size*sizeof(GLfloat), false);
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stride, false);
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/* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
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* Note that the position/generic0 aliasing is done in the VAO.
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@@ -217,6 +219,7 @@ vbo_exec_bind_arrays(struct gl_context *ctx)
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const GLenum16 type = exec->vtx.attrtype[vbo_attr];
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const GLuint offset = (GLuint)((GLbyte *)exec->vtx.attrptr[vbo_attr] -
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(GLbyte *)exec->vtx.vertex);
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assert(offset <= ctx->Const.MaxVertexAttribRelativeOffset);
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/* Set and enable */
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_vbo_set_attrib_format(ctx, vao, vao_attr, buffer_offset,
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@@ -493,6 +493,7 @@ update_vao(struct gl_context *ctx,
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*vao = _mesa_new_vao(ctx, ~((GLuint)0));
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/* Bind the buffer object at binding point 0 */
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assert(stride <= ctx->Const.MaxVertexAttribStride);
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_mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride, false);
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/* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
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@@ -504,6 +505,7 @@ update_vao(struct gl_context *ctx,
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while (mask) {
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const int vao_attr = u_bit_scan(&mask);
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const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
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assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset);
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_vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
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size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
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